Flatline/Offsets: Difference between revisions
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All offset names are bastardized by me. They may or may not match up in name with Neo's db, but the offset locations should be right. Yes, I realize my Character pointers aren't quite flawless, but it is on my list of things to do. | All offset names are bastardized by me. They may or may not match up in name with Neo's db, but the offset locations should be right. Yes, I realize my Character pointers aren't quite flawless, but it is on my list of things to do. | ||
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[[Category: | [[Category:Modding projects]] |
Latest revision as of 00:30, 9 April 2013
All offset names are bastardized by me. They may or may not match up in name with Neo's db, but the offset locations should be right. Yes, I realize my Character pointers aren't quite flawless, but it is on my list of things to do.
Offset name
Address
Datatype
Description
GameState
[5ECE7C]
pointer
Basically where everything important is stored
ActivePlayerZ
GameState+0xB6268+Z*0x2838
Useful Location
Where you can manipulate 90% of the player stuff. chr_draw_all_characters is recommended. (Will be changed soon, don't complain about it not being reliable)
ActivePlayerZ.Xloc
[ActivePlayerZ+0x4]+0x84
float
X location
ActivePlayerZ.Yloc
[ActivePlayerZ+0x4]+0x88
float
Y location
ActivePlayerZ.Zloc
[ActivePlayerZ+0x4]+0x8C
float
Z location
ActivePlayerZ.Input
ActivePlayerZ+0x2158
30 bytes of various data
Where you can input controls for a character as long as you aren't focused on them (ai2_takecontrol 0 may be needed)
PlayerZ.Rotation
Coming soon
float
Gotta switch over to more pointers before this is useable.